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March 28, 2024, 09:46:43 PM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)[Feedback wanted] Noisemodeler: a noise/terrain generation framework
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Author Topic: [Feedback wanted] Noisemodeler: a noise/terrain generation framework  (Read 1155 times)
dr.crow
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« on: April 06, 2015, 02:25:59 AM »

For my thesis last year, I created a terrain geneneration framework designed to generate models while a game is running (like libnoise and accidental noise), but with a real-time GUI editor and preview (like world machine and lithogen)

Using a GUI, you can automatically generate an algorithm structure, which is saved as json. This json can later be parsed by the library and used to generate GPU shaders for computing heightmap or voxel values.


 * Project web page: http://www.noisemodeler.org/
 * Download (Windows, Arch, Debian Jessie): http://www.noisemodeler.org/download.html
 * Demo (sadly no commentary, I'm a bit too shy/lazy):


 * User's guide: http://www.noisemodeler.org/usersguide/noisemodeler-usersguide-0.1.5.pdf


What do you think? Is this something you could picture yourself using in your game? Why, why not?

I'm wondering if I should put more effort into the project, and eventually where I should focus those efforts.

The project is open-source and zlib-licensed, btw, so contributions are extremely welcome.

And if you make something cool or weird, please post a screenshot and your *.nm.json file here. It would mean a lot to me Smiley


EDIT: If you are interested in the details:

 * Thesis: http://daim.idi.ntnu.no/masteroppgave?id=11447
 * Github repo: https://github.com/noisemodeler/noisemodeler
« Last Edit: April 06, 2015, 02:53:14 AM by dr.crow » Logged
Cheezmeister
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« Reply #1 on: April 06, 2015, 03:25:43 PM »

Very neat idea to provide an editor for adjusting params; you could easily make it a middleware niche with little competition, I think.

I've no use for it personally, or I'd give it a spin. I can, however, tell you that your demo is way too long for someone just learning of the project. If I were you I'd take the most interesting 5-10% of your demo and make a 1-2min trailer.
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Boreal
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« Reply #2 on: April 06, 2015, 07:54:05 PM »

This is pretty neat.  One UI thing I would suggest is being able to show the height texture with a color ramp similar to the 3D view.

The dependency on boost::signals2 is a bit dubious as well, but not a problem as long as you keep it out of the API.
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"In software, the only numbers of significance are 0, 1, and N." - Josh Barczak

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dr.crow
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« Reply #3 on: April 08, 2015, 02:47:13 PM »

@Boreal:

I used boost::signals2 to provide some easy way of subscribing to events, so it is in the API.

It *can* be removed though... Do you have any suggestions? Should I roll my own system? I need to watch for changes in order for the GUI to work.
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Boreal
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« Reply #4 on: April 08, 2015, 05:09:39 PM »

IMO that's something that shouldn't be part of the library.  It's only necessary for the GUI editor, right?

I would opt for a simple callback system if you absolutely need to keep that behaviour, though.
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"In software, the only numbers of significance are 0, 1, and N." - Josh Barczak

magma - Reconstructed Mantle API
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